The Inner Planes

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Reaching the Inner Planes
Survival in the Inner Planes
Encounters in the Inner Planes
Combat in the Inner Planes
Magic in the Inner Planes
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Player Characters
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The Inner Planes
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Deities & Demigods
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Manual of the Planes

    The inner planes, also called the elemental planes, are planes
consisting primarily of one type of matter. The inner planes consist
of six major and 12 minor planes, arranged on a
sphere as shown on page 23. The PMPs and <as shown below>
Ethereal plane are located inside that sphere.


    The following are the six major elemental planes:

    The plane of elemental Fire +
    The plane of elemental Earth +
    The plane of elemental Air +
    The plane of elemental Water


 
 

    The plane of Positive Energy (Positive Material plane)
    The plane of Negative Energy (Negative Material plane)

    The twelve minor planes are divided into two types: The para-elemental
planes, which exist between the four elemental planes,
and the quasi-elemental planes, which exist between the elemental
and Postive or Negative Material planes. The para-elemental
planes and quasi-elemental planes are as follows:

    The plane of para-elemental Smoke between the planes of Fire and Air
    The plane of para-elemental Ice between the planes of Air and Water
    The plane of para-elemental Ooze between the planes of Water and Earth
    The plane of para-elemental Magma between the planes of Earth and Fire
    The plane of quasi-elemental Lightning between the planes of Positive Energy and Air
    The plane of quasi-elemental Steam between the planes of Postive Energy and Water
    The plane of quasi-elemental Radiance between the planes of Positive Energy and Fire
    The plane of quasi-elemental Minerals between the planes of Positive Energy and Earth
    The plane of quasi-elemental Vacuum between the planes of Negative Energy and Air
    The plane of quasi-elemental Salt between the planes of Negative Energy and Water
    The plane of quasi-elemental Ash between the planes of Negative Energy and Fire
    The plane of quasi-elemental Dust between the planes of Negative Energy and Earth

    Each elemental plane has a solid core of its elemental type--
for example, pure rock in the case of elemental Earth. Each also
contains islands of other elemental material that allow a wide
variety of creatures to survive in that plane.

    These elemental, para-elemental, quasi-elemental and Positive
and Negative Material planes share an inborn hostility to life
forms not from the inner planes, and to life from the Prime Material
plane in particular. Travellers are therefore warned to wander
here only if they possess specific protection, or, lacking that protection,
remain in the Border Ethereal of these planes.

Reaching the Inner Planes

    The inner planes can be reached in three ways--via the Ethereal
plane, other inner planes, and elemental vortices. Reaching
a particular plane from the Ethereal plane is covered in the section
on the Ethereal (enter the Border Ethereal of the Prime Material
plane, pass through the Deep Ethereal to the curtain of the
proper color, then pass into the Border Ethereal of the desired
inner plane).

    An important point for characters who travel through the inner
planes while ethereal (i.e. who travel through the Border Ethereals
of the inner planes): Natives of these planes can see into the
Ethereal from their home plane. They can also attack ethereal
beings and enter the Ethereal from their home plane (only). An
earth elemental in the plane of elemental Earth that sees an
ethereal traveller can attack that traveller and then pursue the fleeing
traveller into the Ethereal plane. Such a creature could not follow
the traveller into the Prime Material plane, nor into any non-adjacent
quasi- or para-elemental plane.

    An inner plane can be reached from another inner plane merely
by travelling through the para- or quasi-elemental border
between the planes and crossing over into the new plane. Check
under Movement on page 24.

    Finally, vortices can be opened directly between the Prime
Material and the elemental planes. These vortices may be
free-standing or temporary.

    A free-standing vortex exists in situations where a high density
of elemental material exists in a concentrated mass. Such free-standing
elemental vortices link only with the major elemental planes,
not their attendant quasi- and para-neighbors. Some
free-standing gates:
    A vortex to elemental fire in the heart of a volcano
    A vortex to elemental earth at the center of a mountain chain
    A vortex to elemental water at the bottom of a sea
    A vortex to elemental air in the eye of a hurricane or typhoon

    At these vortices matter and individuals can move freely from
one plane to another without harm. When the phenomenon that
created them ceases (the typhoon expends itself, the volcano
cools, etc.), the vortex disappears.

    Vortices to the Positive and Negative Material planes are possible
but none have been discovered thus far. A vortex to the Positive
Material plane would result in a massive surge of energy
such as that of a star, while a vortex to the Negative Material
plane would suck in all surrounding substances. The dangers oof
such vortices preclude their existence in inhabited areas save
under tight controls, probably under the eyes of Great Deities.
These dangers also indicate why these types of vortices have
not yet been discovered. (Theories abound that the Void card of
the deck of many things transports the luckless individual into the
Negative Material plane. Whether this is true is as yet unclear
[and best left to the DM's judgment]).

    Temporary vortices or gates can be forged by such spells as
plane shift or by the powers of hierophant druids. In both cases,
the gate so opened does not cause matter to flow from one plane
to another.

    Hierophants of sufficient level are treated as natives of the
inner plane they enter, while other travellers suffer the inimicable
effects of the plane.

Survival in the Inner Planes

    Each of the inner planes has its own special hazards; the dangers
they share in common are noted below.

    Breathing: With the exception of the plane of elemental Air,
normal breathing is impossible in the inner planes. Unless the
traveller has some extraordinary means of breathing, or reduces
the elemental material to a breathable state (airy water or similar
spell), he suffocates or drowns in 2d4 rounds. (Alternatively, the
rules for holding breath from the DSG can be used.)

    Time: Unlike the situation in the Ethereal and Astral planes,
subjective time in the inner planes passes more rapidly than true
time. One true day here equals two subjective days. The traveller
from the Prime becomes tired twice as quickly, but can rest and
learn spells twice in one elemental day. Similarly, healing and
other time-based effects such as spell research are faster as well.

    Gravity: The gravity in the inner planes differs for each being.
There is no up or down save that created in the minds of
individuals--local gravity in the inner planes is determined by the
intelligent beings in that area.

    Any sentient being can determine which way is "up" for him
("down" is in the opposite direction). If the traveller does not
decide upon a direction for gravity, he is weightless. If the traveller
chooses a "down" direction in which there is not sufficient mass
to support him (such as on the plane of elemental Air), he falls at
1,000 feet per round. The traveller can change the direction of the
fall by changing the "down" direction. To stop, the traveller must
reverse gravity for one round, then negate gravity (by deciding
there is no "down" direction).

    It is important to remember that a traveller has momentum in
whatever direction he is travelling. Even if he turns off gravity, he
still keeps travelling with the same velocity (same speed and
direction) until he reverses the prior direction of gravity.

    A warning is in order for travellers using this method of movement:
If the traveller strikes a solid object while falling, he takes
damage as if he fell onto that object (1d6 points of damage per 10
feet, 20d6 max.). <cf. WSG>

    For example, imagine that a traveller is zipping through the
plane of elemental Air (at 1,000 feet per round), when suddenly
the clouds in the direction of travel part to reveal a large chunk of
elemental earth directly ahead and about 990 feet away. The
cool-headed traveller quickly reverses his "down" direction and
as a result hits the earth as if he fell from only 10 feet as opposed
to 1,000 (he wasn't far enough away to entirely lose his downward
momentum--if he had been exactly 1,000 feet away, he
would have touched down as gently as a feather). If the earth is
only 300 feet away when he sees it, the traveller hits it as if he had
fallen 700 feet.

    If the obstruction is small, the traveller can set the "down"
direction  at an angle to his present direction of travel and swerve
to evade the object.

    A traveller who is knocked out or sleeping while moving retains
his motion, but cannot change it until he becomes conscious
again. Another being can come along, grab the traveller, and
change his motion.

    Gravity in the inner planes affects only sentient creatures. An
inanimate object does not move unless it is in contact with a sentient
being. A quarrel from a crossbow stops when it leaves the
touch of its firer. A thrown object retains its energy and momentum,
however, so someone touching a thrown axe hanging in the
plane of elemental Fire receives damage if he is in the direction it
was thrown toward (see Combat in the Inner Planes, page 26).

    A sentient being can MOVE material up to 10 times its mass.
Thus a traveller can sit on small pockets of earth and zoom
around on the plane of Air, but he cannot move entire mountains
because they are too massive.

    These effects do not extend beyond 30 feet from the sentient
being, so that a lasso, rope, or normal arrow attached to a cable
flies for 30 feet, then stops (but it retains its momentum and will
damage anyone who touches it).

    A being who is confused (and therefore does not know which
way is up) falls in the direction he was last going and suffers
standard falling damage if he hits an object. Each round of falling
the invididual should make a save vs. spell to regain his
bearings. A falling individual who regains his bearings ceases to
fall instantly without any further damage.

    Direction: The standard ideas of N, S, E, and W
are irrelevant in the elemental planes. Likewise the concepts of
toward and away do not exist. There is no way for mortals to easily
find their way across the inner planes. Locating a particular
place or the connection to another plane is impossible without
elemental aid (see Movement, this page). <>

    Food and Drink: The traveller's body hungers and thirsts twice
as fast as in the Prime. Unless food and water are carried by the
individual, he is subject to the malefic effects of the plane. On
some planes, such as elemental Water, thirst is not a problem,
while on other planes, such as that of elemental Fire, keeping
water is difficult at best. See the listings of special hazards for
each plane.

    Vision and Senses: The ability to detect objects varies from
plane to plane, with Air being the best medium for sighting other
objects and Earth the worst. The maximum sighting ranges are
as follows:

    Air: Twice normal for both normal sight and infravision.
    Water: Maximum of 120', infravision is limited to 10'
    Fire: Maximum of 120', infravision functions normally for
detecting nonnative items only (they stand out as cool spots
against a hotter background, unless blocked by intervening heat
sources).
    Earth: Traveller is blind--vision is reduced to areas where there
are pockets of other elements. Detection devices and spells that
see through stone (such as a ring of x-ray vision) enable normal
sight.
    Postive Material: Limited to 10 feet because of the brilliant nature of the plane.
    Negative Material: Limited to 10 feet because all radiation is sucked up by this plane.

    A para-elemental plane limits sight as does the more restrictive
of the two elemental planes it lies between; para-elemental
Smoke is limited as Fire, Ice as Water, and Ooze and Magma as
Earth.

    A quasi-elemental plane limits vision as does the elemental
plane it adjoins; Lightning and Vacuum are treated as Air, Steam
and Salt as Water, Radiance and Ash as Fire, and Minerals and
Dust as Earth.

    Ultravision, the vision that comes from reflected ultraviolet
radiation, does not function in the inner planes.

Movement in the Inner Planes

    Movement is both relatively easy and devilishly difficult in the
inner planes. A traveller can walk, fly, or pass through stone
(depending on the plane he is in). However, the inner planes are
infinitely large, so that it is physically impossible for a traveller to
walk (or swim or fly) from one side of the plane of elemental Water
to the other unaided. The ever-changing nature of these planes
can reduce a simple jaunt between outposts or citadels into a
journey that takes years.

    An unaided traveller moves at his normal rate. At the end of
every turn, the DM should make a random roll to determine the
direction the character is moving. If a character is in sight of an
objective (such as a large brass city towering among the flames),
then the traveller successfully heads for that objective. Otherwise
the traveller sets off in a random direction, and might, after travelling
another turn, find himself back where he started. (Passing
into the Ethereal plane and following the curtain has similar effects).

    The key word above is "unaided." Natives of the inner planes
MOVE about those planes much in the same manner as natives of
the Prime Material plane MOVE through the Ethereal--by concentrating
on their destination, they know exactly how to get there.
The traveller intent on getting anywhere in the inner planes
requires the aid of an elemental guide. Any creature native to the
plane or the adjacent para- or quasi-planes can serve as this
guide. The traveller then simply follows the elemental guide to the
agreed-upon destination, with travel time similar to that for travel
through the Ethereal plane:

    Border with another inner plane: 10-100 Hours
    Specific location within the plane: 100-1,000 Hours
 

A journey across several planes may require the changing of
guides as the traveller enters planes that are not friendly to the
original guide.

    Example: A traveller wishes to reach a wizard's dwelling on the
plane of elemental Water from the plane of elemental Fire, but
cannot use the Ethereal plane. The journey (utilizing elemental
guides) goes as follows:
    From START to the plane of Magma: 10-100 hours
    From the plane of Magma to the plane of Earth: 10-100 hours
    From the plane of Earth to the plane of Ooze: 10-100 hours
    From the plane of Ooze to the plane of Water: 10-100 hours
    From the plane of Water to the dwelling in the plane of Water: 100-1,000 hours
 

    The trip would take up to 58 days, during which time an unguided
traveller would not even be able to find his way out of the plane of
Fire.

    An elemental guide can be located in a number of ways. The
traveller can wait for a random creature to pass and convince it of
his need. The traveller can USE conjuration/summoning magic to
call into being a suitable elemental creature, but this creature is not
under the control of the caster, and a price must be negotiated.
Finally, the traveller can polymorph himself into a suitable
creature of that plane and use abilities so gained to MOVE
from one location to another. In the latter case double all times
required, for the polymorphed being is not really a native of this
plane. (Movement through their home plane is not a special ability of
elemental creatures.)

    A suitable elemental guide must be of at least low intelligence
and be able to use (or at least understand) the language of the traveller.
The traveller must offer sufficient inducement for the
guide (sparing its life is insufficient, as the creature could merely
flee back into the elemental plane leaving the traveller behind).
Some examples of suitable inducements:

    Earth: Gems (one 100-gp gem per hour of service)
    Fire: Interesting fuels (100 gp worth of rare wood per hour of service)
    Air: Interesting smells (100 gp worth of perfume per hour of service)
    Water: Interesting scents and potions (100 gp worth of such materials for an hour of service)

    Para- and quasi-elementals accept payment similar to that
offered to natives of adjoining major planes. The above applies
for most elemental types. In addition, two types of elemental
being have special rules:

    Elemental Grues provide service for other creatures slain and
given them (one hour per 10 HP of slain creatures). Grues
are notably poor at keeping their word, and attack or desert those
travellers who have displeased them or whose time has expired.

    Geniekind, including jann, have an additional love of Prime
Material plane riches, magic in particular. One hundred gold
pieces or the equivalent buys the genie's services as an elemental
guide for one hour. If something magical is added, the genie
also fights alongside the traveller in combat (for as many rounds
as the magical item is worth in 1,000s of gold pieces). If a ring of djinni summoning,
efreet bottle, or other genie-entrapping device
is included as part of the bargain, the genie serves to the best of
its abilities, fights in all reasonable combats, and guides the traveller
as far as possible on his journey (with no additional demands
for payment), so great is the genie's desire to find and destroy
these items.

    Elemental guides only guide (except for genies as noted) and if
placed in combat situations seek to escape back into the elemental
wastes, returning only when the danger has passed.

    The Positive and Negative Material planes have no native elemental
types, though they have such creatures such as the xag-ya and xeg-yi
that can be approached in the same fashion.

Encounters in the Inner Planes

    There are a wide variety of creatures that make their homes on
the elemental planes. Natives of the Prime Material only see
those few beings that break into the Prime and those that are
summoned by conjure elemental spells. Even these beings would
be unfamiliar in their native plane as they change their forms to fit
those required in the spell (the huge golem-like earth elemental,
the wave-like water elemental, etc.) In their native planes they
take a variety of forms, from paper-thin streams of consciousness
to massive blocks of their elemental type.

    Elemental creatures exhibit a wide range of intelligence. An
elemental's intelligence determines where it stands in their hierarchy.
The weakest of elementals, the animentals, are almost
mindless creatures that are almost never found outside their particular
plane. The elemental creatures most familiar to inhabitants of
the Prime plane are of a mid-level of intelligence, dumb
enough to be controlled yet powerful enough to be of USE in their
home planes. Some resemble Prime Material plane monsters,
are are called elemental monsters. The most powerful elemental
creatures, called the archomentals, are great beasts that are individually
named and may stand toe-to-toe with the lesser deity-class
creatures of the outer planes. The rulers of the various elemental
types are called "elemental princes." The evil elemental
princes have been described in the FIEND FOLIO tome.

    Elemental creatures have dissimilar forms in their native plane,
though stats such as their HD, AC, and other
physical attributes remain the same. Their various forms duplicate
those of Prime Material creatures, so it is possible to discover
an earth elemental with the basic stats and behavior of a
giant beaver, or the plane of Water's version of the tarrasque.

    Elemental creatures are made of the same material as the
planes that they are native to, so an elemental creature in its
home plane or the adjacent para- and quasi-planes can move
through that terrain much in the same way as an ethereal traveller
moves through the Ethereal plane. Creatures who are not from
that inner plane or adjacent para- or quasi-plane cannot move in
that fashion and require elemental guides.

    Inhabitants of the inner planes see creatures in the Border
Ethereal adjacent to their plane as ghost-like figures. (From the
PMP, travellers in the Border Ethereal are invisible.)
Further, inhabitants of the inner planes can enter the Ethereal
to pursue a TARGET or evade a powerful foe. An inhabitant of
the inner planes cannot enter the PMP without
aid or a free-standing gate.

    Inhabitants of the inner planes cannot be harmed by attacks of
their elemental types while in the inner planes. A fireball used
against salamanders inspires derision (at best). Similarly, creatures
of the elemental plane of Air pay no attention to air-based
attacks, including stinking cloud and cloud kill, while those from
the plane of elemental Earth cannot be harmed by move earth or
rock to mud. Creatures from the Negative Material plane cannot be
harmed by an energy drain attack in the inner planes.

    Random encounters only occur only on the elemental, para-elemental,
and quasi-elemental planes. There are no random encounters
on the Positive and Negative Material planes--any
encounters there are determined by the DM. Frequencies and
number appearing are as for the creature's home plane.


Inner Planar Creatures (Common)
Creature #App. Home Plane
Aerial Servant 1-10 A
Azer 3-30 F
Bat, Fire 2-20 F
Dao 4-24 E
Djinni 4-24 A
Efreeti 4-24 F
Elemental, Air 4-12 A
Elemental, Earth 4-12 E
Elemental, Fire 4-12 F
Elemental, Water 4-12 W
Invisible Stalker 2-12 A
Magman 4-24 Mg
Marid 4-24 W
Mihstu 4-12 Sm
Para-Elemental, Ice 2-12 Ic
Para-Elemental, Smoke 2-12 Sm
Para-Elemental, Magma 2-12 Mg
Para-Elemental, Ooze 2-12 Oz
Q-Elemental, Lightning 2-12 Li
Q-Elemental, Radiance 2-12 Ra
Q-Elemental, Minerals 2-12 Mi
Q-Elemental, Steam 2-12 St
Q-Elemental, Dust 2-12 Du <>
Q-Elemental, Vacuum 2-12 Vc
Q-Elemental, Salt 2-12 Sa
Q-Elemental, Ash 2-12 As
Salamander 4-40 F
Triton 4-40 W
Xorn 4-32 E
Common Animentals - *

Inner Planar Creatures (Uncommon)
Creature #App. Home Plane
Basilisk, Greater 2-4 E
Crysmal 3-18 E
Grue, Chaggrin 2-5 E
Grue, Harginn 2-8 F
Grue, Ildriss 2-8 A
Grue, Varrdig 2-5 W
Human Travelers - -
Khargra 3-18 E
Lava Kid 3-18 Mg
Mud-men 3-18 Oz
Nereid 2-12 W
Sandling 3-18 Ds
Thoqqua 2-12 Mg
Vapor Rat 2-16 St
Vortex 4-24 A
Water Weird 3-12 W
Wind Walker 3-18 A
Xaren 2-12 E
Uncommon Animentals - *
Common Elem. Mons. - *

Inner Planar Creatures (Rare)
Creature #App. Home Plane
Dune Stalker 2-12 Du <>
Jann 3-18 *
Pech 4-24 E
Phantom Stalker 2-12 F
Rare Animentals - *
Uncommon Elem. Mon. - *

Inner Planar Creatures (Very Rare)
Creature #App. Home Plane
Daemon Var.  *
Demon Var. *
Deva Var. *
Devil Var. *
Modron Var. *
Slaadi Var. *
Very Rare Animental - *
Rare and Very Rare Elemental Monster - *

Creature Table Explanations

    MM = Monster Manual
    MMII = Monster Manual II
    FF = Fiend Folio
    MoP = Manual of the Planes

    Frequency and number appearing are for that creature's
native plane, as shown under the notes column: A = Air, E =
Earth, F = Fire, W = Water, Sm = Smoke, Oz = Ooze, Ic = Ice,
Mg = Magma, Du = Dust, Va = Vacuum, Sa = Salt, As = Ash,
Ra = Radiance, Li = Lightning, MI = Minerals, St = Steam.
Creatures noted with an asterisk (*) appear with that frequency
(common, rare, etc.) in all of of the elemental planes.

    Animental: An animental is an elemental being that corresponds
to an animal of the PMP. The creature's
stats and general appearance conform with those of the Prime
Material animal. The animental also gains the abilities common
to that type of elemental in its home plane. For example, a quasi-lightning
animental constrictor snake has stats similar to the constrictor
on page 111 of the MMII, the elemental ability to see into
the Border Ethereal from its native plane, and the quasi-elemental
ability of total immunity from lightning. In appearance,
the creature looks serpentine, but it has distinctive markings (an
electric blue head, a translucent body that glows like a neon tube,
etc.).

    Elemental Monsters: Elemental monsters are creatures that
duplicate the stats of creatures of the PMP, yet
are elemental in nature. Like animentals, they have the abilities
of the form they mimic, plus the abilities particular to their elemental
types and home plane. Appearance varies from plane to
plane. A beholder from the plane of elemental Earth may look like
a rock-like triceratops with its eyes along the frill, or a boulder-like
creature with human masks performing the functions of eyes.
The DM is encouraged to let the appearance of elemental monsters
vary so that players are unsure what they are encountering.

    It is believed that animentals and elemental monsters are temporary
containers for elemental force that has attained sentience.
They are not as permanent a feature of the plane as true elementals
or monsters original to the plane. In game terms, the existence
of animentals and elemental monsters enables the judge to
quickly adapt Prime Material creatures and monsters in the
elemental planes without having to create entire ecosystems.

    All natives of the elemental planes can extend their awareness
into the Border Ethereal and perceive travellers there. Those
noted as being found in the Ethereal plane can enter the Ethereal
as well. These abilities only apply to creatures in their native
planes. An Air elemental in the plane of Air could perceive travellers
on that plane's Border Ethereal and enter into the Ethereal
to attack them. The Air elemental could not do this on the plane of
Fire and Smoke.

    Elemental encounters in nonnative planes: The previous
table gives each creature's frequency in its native plane. That frequency
drops by one rank for every inner plane removed from the
native plane (according to the diagram of the inner planes, page 23).
For example, an air elemental would be would be common on its home
plane, uncommon on the plane of Lightning, rare on the plane of
Radiance, very rare on the plane of Minerals, and a unique
encounter on the plane of elemental Earth, which is farthest from
air. In selecting creatures for random encounter charts, the DM
should keep in mind the limitations of the creatures (salamanders
in the plane of Water have to be protected from its effects in some
way, or they are destroyed immediately).

    For human travellers, USE the chart on page 16 to determine their
number and levels. Humans are almost always encountered in groups.
A lone traveller is never less than 20th level.

Combat in the Inner Planes

    The mechanics of combat in the inner planes vary from plane
to plane. Because of the wildly diverse natures of these planes,
detailed combat effects are given in each plane's description.
Several common factors apply to combat in all inner planes:

    * Armor performs normally, so that leather armor provides the
same AC protection as in the PMP.

    * Missile and thrown weapons are limited by the fact that as
soon as they fired or thrown, they are no longer in contact with
intelligent creatures and thus do not MOVE. Such items retain the
force of their throw, so that an arrow hangs in mid-air, but if touched
it acts as if its flight had suddenly been resumed (either jumping
out of the creature's grasp or inflicting damage if the creature
is in its line of fire). An item that remains in contact with its caster,
such as a lasso, is unaffected out to 30 feet away.

    * An exception to the above limitation on missile and throwing
weapons are magical items. Items that are magical in the inner
planes can be thrown or fired out to their normal ranges (an
arrow +3 could be fired normally).

    * Magical weapons with pluses to hit and magical armor with
pluses to AC have those pluses reduced by 2, as the inner planes
are two planes removed from the PMP. Weapons
and armor whose pluses are lost are treated as nonmagical. They
regain their pluses and abilities upon return to more hospitable planes.

    Attacks can be made from above and below as in the Ethereal
plane. In this case, overhead and from below depend on the orientation
of the the TARGET. An attack from above negates any shield
bonus, but the TARGET is considered to have a shield if wearing a
helmet. Attacks from below are considered attacks from behind
for all purposes, including thief back-stabbing abilities. A being
can change orientation in a single round and still make any
attacks, so a thief back-stabbing from below may find himself
eye-to-eye with his TARGET in the next round.

    A TARGET of size S can be attacked by a max. of eight other
size S creatures, six size M creatures, or three size L creatures in
the inner planes. A TARGET of size M can be attacked by a max.
of 12 size S creatures, eight size M creatures, or six size L
creatures. A TARGET of size L can be attacked by a max. of 18
size S creatures, 12 Size M, and eight size L creatures at any one
time. This assumes that such creatures can reach from all sides,
and the numbers are reduced if they cannot surround a target or
if the AREA of combat is hampered by obstructions.

Magick in the Inner Planes




    In general, spell-casting is not inhibited by the nature of the
inner planes, as long as the spellcaster has sufficient room for
gesturing, sufficient air or similar medium to vocalize the verbal
component, and adequate material components. Magical effects
may be affected by the nature of the planes (for example, a [wall of ice]
in the plane of elemental Fire is not a long-lasting structure).
Such physical limitations are covered in the magic notes for each
inner plane.

    Organized magic is generally more powerful in the inner
planes than on the PMP, but there are more
restrictions. The greatest difference is that spells that rely on elemental
forces can be modified to affect all other elemental types
(each modification must be researched seperately). A spell that
effects water can be used to similarly affect earth or fire, so that a
wall of water may appear or a create air may be CAST.

    This modification usu. only applies in modifying one elemental
effect to another. Positive and negative energies are not
elements in this sense, and as such a mage cannot create a wall of negative energy.
Spells that apply to entire planes (such as [negative plane protection]) can be modified
to affect any other
inner plane, but in general, spells affecting elemental forces can
only be modified into other elemental forces.

    To determine the chances of a modified spell being CAST, the
caster must roll as if learning a new spell. This roll is made when
the spell is CAST, regardless of the # of times the caster has
previously CAST the spell. M-Us roll against their INT,
as they would if normally learning the spell, but those
wielding clerical magick use the WIS score. If the roll fails, the
caster cannot make another attempt for one true day, but is otherwise
not penalized.

    A spell that is CAST in this fashion can be used in any of the inner
planes, though not in the Prime, Ethereal, Astral, or outer planes,
as it is a spell designed for specific situations presented by
the inner planes. Knowing that such a spell exists, a caster can
develop a Prime Material equivalent through spell research.
Such research is no more than one level higher than the inner plane spell.
The exact nature of the spell in the PMP may be determined by the DM.

    Prime Material creature-affecting spells affect the inner planar
equivalents of these beings.

    The types of spells that can be modified, and the modifications
that can be made to each type are detailed following each spell
type.

Abjurations

    All spells of this type can be CAST in the inner planes, save
where noted under the spell description. Spells affecting extra-dimensional
creatures affect the traveller, but do not affect creatures native to the inner planes.

Examples:

    * The M-U spell [banishment] CAST by a mage from the
PMP plane at Xorn in the plane of para-elemental Magma
will have no effect, but an elemental creature using that same
spell could return the Prime planar mage to his home.

    * The druidical [protection from fire] spell can be modified to
protection from element in the inner planes, excluding protection from positive or
protection from negative. The [protection from lightning] spell, one level higher, may have originally been created
on the plane of quasi-elemental Lightning, and brought back and
researched for USE in the Prime plane. Such a protection spell
protects the caster from the hostile natural forces of the plane for
as long as the spell lasts.

    * Similarly, the [Negative plane protection] spell can be modified
to inner plane protection for any of the inner planes. The [Negative plane protection] spell
cannot be CAST in the Negative Material plane (and like limitations hold for the variations on this
spell.)

    * Druidical spells that provide protection from insects, plants,
and animals have the same effect on the inner plane equivalents
of these creatures.

Special Case:

    * The [anti-magic shell] is dangerous to the user in the inner
planes, in that all magickal protections are removed within that
sphere, removing any protections the user may have to survive in
that plane. You have been warned. <alt>

Alterations

    The family of alteration spells have the greatest chance of
being modified by the spell-caster in inner planes. All spells
can be CAST in the inner planes, though their effects may be limited
by the physical nature of the plane itself (a [cloudburst] can be
CAST in the plane of Air, but the air is pretty saturated with water so
the spell may not be very effective). Spells that have a particular
effect on the plane they are native to (such as a [lower water] on
the plane of elemental Water) have similar effects if modified to
another plane (in this case a lower fire on the plane of elemental
Fire).

Examples:

     * The clerical spell resist fire can be modified by the format discussed
above to perform as a resist element, providing suitable
protection from the hostile nature of the elemental, quasi-elemental,
and para-elemental planes. It would have no effect on
the Negative and Positive Material planes.

    * Create water can be modified to create element of a particular
type. Of course, these created objects are subject to the physical
effects of the plane they are created on. (Ice created in the
plane of elemental Fire does not last very long.)

    * The transmute rock to mud spell can function as a transform
element to para-element: earth becomes ooze (similar to the original
spell) or magma, fire becomes magma or smoke, air becomes
smoke or ice, and water becomes ice or ooze. The AREA affected
by the spell is the same as for transmute rock to mud. Each type
of transmutation (water to ice, fire to magma, etc.) must be
researched seperately.

    * The transmute water to dust spell can be modified to transform element to negative quasi-element spells.
Elemental water becomes ash, air becomes vacuum, fire becomes ash, and earth
becomes dust. Creatures made of these elemental materials are
hurt as a Prime Material creature by a transmute water to dust. No
existing spell transforms element to positive quasi-element.

Special Cases:

    * The water walk spell and the ring of water walking enable a
character to walk on the surface of liquids. In the plane of elemental
Water such surfaces are few and far between (being "bubbles"
of air in the water). The water walk spell (and any elemental walk
modifications of that spell enables the caster to walk on the
surfaces of such interfaces.

    * There is no weather in any of the elemental planes save that
of Air, therefore the control weather spell functions only in the
plane of Air.

    * The Astral plane cannot be reached, so that the astral spell
does not work. Spells that reach the Ethereal (vanish, Leomund's secret chest, etc.)
or open into extradimensional space function
normally.

    * The reverse gravity spell temporarily disrupts the TARGET's
personal idea of down so that it must right itself (taking one round
and shifting to match the new orientation) before taking other
action. A being subject to reverse gravity falls at a rate of 1,000
feet per round until its fall is halted by regaining balance or running
into something.

Conjurations/Summonings

    All conjuration and summoning spells work under the following
limitations:

    * Those spells that summon a particular type of elemental
being summon that being only in its native plane or adjacent
quasi- and para-planes. These spells do not guarantee control
over the elemental once called, but the elemental is not immediately
hostile to the caster.

    * Spells that summon animals, monsters, or other Prime
Material creatures summon the elemental versions of these creatures.
The elemental creatures have the same appearance, stats,
and abilities as the Prime versions, but are elementals of
the type found in that inner plane (except that the Positive and
Negative planes have no elemental types).

    * Spells that contact beings in the Astral and outer planes do
not function in the inner planes.

Examples:

    * The dust devil, aerial servant, and invisible stalker spells,
which all summon creatures of the plane of elemental Air, work
only in that plane and those inner planes that adjoin it (Vacuum,
Lightning, Smoke, and Ice). The illusionist summon shadow spell
functions only in the Negative Material plane and in the negative
quasi-planes (Vacuum, Salt, Ash, and Dust). The creatures summoned
are not immediately controlled by the caster, but neither
are they hostile to him.

    * The cacodemon spell does not function, as it reaches into
the outer planes, nor does a gate or wish that is directed to a
deity that inhabits the Astral or outer planes. These spells work
only if the being makes its home in the Ethereal or inner planes.

    * An animal summoning spell CAST in the inner planes summons
an animental of the same abilities as the animal that would
be summoned from the PMP. Similarly, a monster summoning V
calls an elemental with the stats and abilities of the
Prime Material monster. The druidical summon insects and
creeping doom call forth hordes of insect-sized elementals.

    * The fire seeds and flame arrow spells can be CAST, but their
effects vary according to the physical nature of the plane.

Special Cases:

    * The druidical weather summoning does not function
except in the plane of Air (none of the other planes experience
weather as we know it).

    * The enchant an item spell can be CAST in half the time it would
be in the Prime, provided that the M-U can find a secure location
for that amount of time. Any items created in the elemental plane
and taken elsewhere suffer reductions in powers similar to bringing
a Prime Material magickal item into the inner planes. For
example, a sword +3 forged on the plane of Elemental Air would
be a sword +1  on the PMP.

Divinations

    All divination spells function in the inner planes. Those that call
upon a more powerful entity function only if that entity is a
native of the inner planes or the Ethereal plane.

Example:

    * A commune spell functions only if the being is a native of the
Ethereal or inner planes. A commune with nature spell fails as
well (however, see druidical abilities).

Special Cases:

    * The stone tell spell is the only modifiable spell in the divination
family. It can be modified to an element tell for any of the elemental
types.

    * Find the path can be used to find specific items within the
plane without an elemental guide. As long as a find the path spell
is operating, the caster can find his way through the plane within
the time limits for travel as noted on page 24. Should the find the path
spell elapse, the journey must begin again (in a random
direction and rerolling the time involved). Should the find the path spell
elapse, the journey must begin again (in a random
direction and rerolling the time involved).

Enchantments/Charms

    These spells function normally. They affect all elemental
beings that are in the forms of creatures susceptible to enchantment
and charm spells.

Examples:

    * The clerical snake charm spell affects only elementals in serpentine form.

    * The M-U's hold person and charm spells function
only against humanoid elementals (a very good reason why most
elemental forms are nonhuman).

Evocations/Invocations

    Evocation and invocation spells operate normally with the following
limitations:

    * Invocation spells function if the deity's domain is in the plane
or in one of the adjacent planes.

    * Evocations that call into being an elemental force can be
modified in the inner planes to call upon any elemental force.
These modified spells work exactly as the original spell for the
purposes of inflicting damage. Such spells include those that create
items of fire, lightning, ice (but not cold), winds, clouds, fog,
and flames.

Examples:

    * A cleric on the plane of quasi-elemental Lightning can USE
the spiritual hammer spell (invocation) if his deity makes its home
in the please of Negative Energy, elemental Air, quasi-elemental
Steam, Lightning, or Minerals, or para-elemental Ice or Smoke.

    * The fireball spell can be modified to be a lightning ball, air ball,
earth ball (which would appear as a cluster of stones), or dust ball.
The radius of effect and the damage (1d6 per level) remain the same.

    * Similarly, a lightning bolt spell can be modified to be a water bolt,
bolt of stone, or fire bolt, again with the same damage,
range, and chance of bouncing off targets as the original spell.

    * The cone of cold or Otiluke's freezing sphere cannot be modified
to affect elemental types, nor can the wall of iron, as these
spells do not have true elemental associations.

Special Case:

    * The chariot of Sustarre is treated as an invocation spell, not
an evocation spell, in the inner planes. It is not modifiable into
earth, water, or lightning-based versions of the same form
(though such forms could be researched seperately).

Illusions/Phantasms

    All illusion/phantasm spells function normally in the inner
planes. Those that are combined with alterations are modified
according to the limitations placed on alteration spells.

Necromantics

    Necromantic spells perform normally in the elemental and
para-elemental planes. They are limited in the quasi-elemental
planes and Negative and Postive Material planes as follows:

    * No beneficial necromantic magic can be cast in the Negative
Material plane. Harmful necromantic magick automatically succeeds
(no save) and inflicts max. damage.

    * Beneficial necromantic magick heals or restores the min.
number of points in the negative quasi-planes, and those
spells that require a save or roll based upon CON
automatically fail. Harmful necromantic magick is affected as for the
Negative Material plane.

    * Beneficial necromantic magick heals or restores the max.
amount possible in the positive quasi-planes, and those
spells that require a save or roll based on CON
automatically succeed. Harmful necromantic spells always inflict
min. damage, and all saving throw rolls of 2 or greater succeed
against harmful necromantic spells.

    * Beneficial necromantic magick in the Positive Material plane
restores max. amounts of damage, and all those spells that
require a save or roll on CON automatically succeed.
Harmful necromantic spells automatically fail.

    * Beneficial necromantic spells restore HP, abilities,
levels, or life. Harmful necromantic spells deprive the victim of
these quantities. Necromantic spells that are neither beneficial
nor harmful (such as feign death) are unaffected on the quasi-planes
and in the Positive and Negative Material planes.

Examples:

    * A cure light wounds CAST in the elemental or para-elemental
planes restores 1d8 lost HP to the recipient. This spell does
not work in the Negative Material plane, restores 1 point in the
negative quasi-planes, and restores 8 points in the Postive Material
plane and postive quasi-planes.

    * A slay living CAST in the elemental or para-elemental planes
functions normally. This spell fails in the Positive Material plane.
It has a save of 2, inflicting 3 points of damage if the save
is made, on the positive quasi-planes. It automatically succeeds
(no save) on the negative quasi-planes and Negative
Material plane. Should a save somehow be gained
(through a scarab of protection, for example), and the throw
made, the TARGET still sustains 17 points of damage.

Special Cases:

    * The clone spell requires only half the time to finish in the
inner planes. It can be created in any inner plane if a safe place is
found for it to growth. <>

    * The reincarnate spell, if CAST on the inner planes, restores
the spirit as an elemental of the type called for in the spell (you
can be reincarnated as an air ogre or a magma badger, for
instance). This spell does not work in the Positive and Negative
Material planes, which have no true native life.

Combination Spells

    Combination spells are limited by the rules governing all the
spell types they belong to. Modifications for one of the types to
spells can be used to modify the combination spell.

Magical Items

    Magical items from the PMP operate under the following restrictions:

    * Weapons are reduced by two pluses to hit and damage.
Exceptions include those weapons with pluses against particular
elemental creatures (they retain their full magickal benefit) and
weapons that draw their power from elemental planes, such as
the flametongue and energy draining swords.

    * Magical armor and protection devices are similarly reduced
two pluses for AC and saving throw protection.

    * Magical devices that reach into extradimensional space
(such as a portable hole) function normally in all the inner planes.

    * Magical devices that draw on powers based in the Ethereal
and inner planes function normally. Those that call upon energies
from the Prime Material, Astral, and outer planes do not function in the inner planes.

Player Characters

Magic-Users and Illusionists

    See Magic in the Inner Planes. Magic-users and illusionists
regain spells normally in the inner planes by resting and studying
the required amount of subjective time, provided they brought
their spell books with them.
 
 

Clerics and Druids

    See Magic in the Inner Planes for spell effects. For other abilities:

    * Clerics and druids regain their normal complement of spells
provided that the deity resides no more than two planes away. A
cleric in the plane of elemental Fire regains spells normally if his
deity resides in the plane of elemental Fire, the Ethereal, any
demi-plane reached by the Ethereal, the Prime Material, or any
other inner plane.

    * Clerics turn undead normally in the inner planes, except that
those undead that draw their power from the Negative or Positive <x>
Material planes are treated as the next more powerful type for
turning on those planes and on the related quasi-planes. For
example, a spectre on the plane of quasi-elemental Dust is treated
as a vampire for purposes of turning.

    * Druidical abilities are modified as follows: Identification of
animal and plant type, passing through overgrown areas, and
immunity from woodland creature's charm-type abilities do not
function. This is because creatures and areas of similar effects in
the elemental planes are alien to the druid (a native elemental
druid would have the same problems in the PMP).
The abilities of identifying pure water and changing form
are not affected.

    * Hierophant druids retain their abilities that are gained
through level. They can enter other elemental planes by opening
a gate that they and their companions may enter, without passing
through the Ethereal. The hierophant druid is immune to the
effects of any plane he can reach, though those who accompany
the druid are not so fortunate. The hierophant druid's ability to
conjure elemental creatures is limited to the inner plane of the
same type or those planes adjacent to it. Unlike the case with the
conjure elemental spell, the creatures summoned have undying
loyalty and will serve the hierophant without concern for their own
well-being.

Thieves

    Thieves retain their abilities, but against a native of the plane
they suffer a -20% modifier to their attempts. (A thief attempting
to sneak past a magman in the plane of para-elemental Magma
must subtract 20% from the chance of success, but attempting
to open a lock in that plane incurs no penalty).

Fighters

http://woodwardl.files.wordpress.com/2010/11/kor2bfirewalkerua.jpg

    All fighter abilities function normall in the inner planes, subject to the limitations on combat of these planes.

Rangers

    Rangers lose their advantage in avoiding surprise in the inner
planes, but they retain their 3 in 6 chance of surprising others.
Rangers not native to the inner planes cannot track through
them. Rangers of sufficient level to USE druidical and M-U
spells USE them under the limitations placed on druids and
M-Us.

Barbarians

    The ever-shifting inner planes are most definitely not familiar
terrain for USE of wilderness-borne skills. Barbarians of low level
seek to escape these planes at the first opportunity, while those
of 6th or higher level venture here only in emergencies.

Cavaliers

    Cavalier abilities are unaffected in these planes, save by those
restrictions placed on combat. As is the case with the Ethereal
plane, a cavalier wishing to bring his mount into the inner planes
must train the mount from birth for such travels.

Paladins

    Paladin combat functions are unaffected in the inner planes.
Abilities that are affected are these:

    * Healing abilities are unaffected in the elemental and para-elemental
planes, but are affected as necromantic magick in the
quasi-elemental planes and Positive and Negative Material
planes.

    * A paladin's immunity to disease is negated in the Positive
Material plane and positive quasi-elemental planes. This is
because these planes encourage the maximum growth and flourishing
of disease. A paladin who becomes diseased on these
planes and leaves is still diseased, but he regains his invulnerability
to other diseases.

    * A paladin's abilities to CAST clerical spells and affect undead
are limited as for clerics.

    * A paladin's mount may be brought into the inner planes provided
the mount is sufficiently protected from the dangers of the
planes.

Monks

    * Monk special abilities, including additional damage and stunning
opponents, are unaffected in the inner planes. Thieving abilities
are affected as for thieves. The monk ability to fall without
damage comes into play when the monk is unsure about orientation
(such as when subject to confusion or reverse gravity, or
thrust into a plane and unable to determine up or down). The
monk's ability allows him to right himself immediately
without the loss of a round.
 
 
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THE FORUM

After reading all the letters and articles about
other planes that have been appearing in
DRAGON recently, I’d like to put in my own
two cents:

Having the elemental planes as physical loca-
tions where characters can travel and adventure is
all very nice for gaming purposes, but a little
serious thought shows how flawed it is. Elemental
planes should be abstract, all-pervading fields,
not places to go and kill creatures.

It’s all a matter of mechanics: Is there any way
to structure the elemental planes so that they
make sense? They are obviously not organized in
a literal “ring” (as in the Players Handbook) or
square (as in Gary Gygax’s new method). These
forms are just representations of the planes’
relationships to each other.

This is all very easy to deal with. However,
now that we know what the planes are not, what
are they? Well, the elemental planes are obviously
meant to be vast spaces of infinite substances,
extending in all directions and with no real
boundaries. It is not very practical to think of
them as limited spaces, because all sorts of prob-
lems arise (how do they end, what is beyond
them, and so on) which, if answered, would
result in something not at all like the conventional
concept of planes, and which would probably also
be downright ridiculous (like separating the
planes by ultra-cosmic impenetrable walls, for
instance). All right then, the elemental planes are
infinite. Another problem arises: What about
gravity? In an infinite space, what would be the
center of gravity, and how would it work? One
could assume that there is no gravity on the
elemental planes, but then several problems arise,
the most obvious of which occurs in the plane of
water: without gravity, water forms into small
spheres which float in the air; therefore, the plane
of water would be an endless expanse of water-
spheres floating around. This is far from the
conventional idea of the plane of water, and it
would certainly not support any aquatic life.

Let’s assume, though, that you find a reason-
able way of having a source and center of gravity
in the elemental planes. If you have a center of
gravity, then, obviously, all things will be drawn
toward it. Therefore, anyone who appears on the
elemental plane of water would be instantly
crushed by the  infinite  amount of water pressing
down upon him. This is true even on the elemen-
tal plane of air; though the weight of air is negli-
gible on Earth, an infinite amount pressing down
on something is more than enough to squash it to
a pulp. No, as they are, the elemental planes just
don’t make sense.

As far as my campaign is concerned, the
elemental planes are abstract, intangible forces
surrounding and permeating the Prime Material
Plane. These elemental planes give the Prime
Material Plane all of its substance, and the Prime
Material Plane provides the bonding force which
resolves the separate elements into distinct
shapes. The elemental planes are non-existent in
spatial terms. They are an abstract concept; there
is no life on the planes themselves, and it is
impossible to go there by any means.

DMs reading this can either use an abstract
system like the one I have suggested, or they can
take the ever-so-common escape route of saying
that the construction of the planes is “beyond
human comprehension” and therefore doesn’t
have to make sense.

Edward R. Masters
Washington, D.C.
(Dragon #84)
 

Edward Masters' recent letter on the elemental
planes (Forum, issue #84) is based on some very
fundamental misconceptions about physics as well
as other things.

First of all, the elemental planes can be  infinite
while still remaining  bounded.  An analogy for
this would be in mathematics, where an interval
between two points contains an infinite number
of points. Thus, while one elemental plane is
bounded by its bordering neighbors, it is still
infinite in scope. Such is probably the case with
our own infinite universe, which most cosmolo-
gists believe to be bounded.

Second, there is no such thing as a ?center of
gravity? as Mr. Masters tries to apply the term.
Gravity is a warp in space caused by mass. Thus,
as has been experimentally proven, any object
with mass tends to warp space around it. For
example, if you were in an ideal environment
where you were the only mass around and some
object of less mass, say a toothpick, were brought
into that environment, it would immedietaly be
drawn toward you due to your gravitational field.
The only reason that things like this don?t occur
on earth is that the earth?s own mass far surpasses
that of anything on it. Mr. Masters? example of
water forming into spheres is due to the very fact
that water molecules, which possess mass, warp
the space around them so that other molecules are
?pulled? toward them. These molecules form
spheres as opposed to other shapes because a
sphere is the most economical shape possible, as
all points on its surface are equidistant from its
center. Thus, a plane consisting almost exclu-
sively of water would not be ?an endless expanse
of water spheres floating around? but rather one
huge sphere of water. Of course, anyone on the
plane could not possibly appreciate the plane?s
spherical shape, just as one walking down the
street tends not to notice the curvature of the
earth. (If he did, Columbus wouldn?t have had to
leave his home port to prove anything.)

Also, a traveler on the elemental planes would
not be crushed by infinite amounts of water or
air. First of all, a large mass of gas or liquid
under pressure becomes more dense. Thus, near
the center of a plane, the ?elements? (water and
air, in this case) would condense into a substance
adequate to stand on, as is probably the case in
gas giant planets like Jupiter. Further, near
infinite amounts of mass and great pressure
might even create a fusion reaction at the very
center of a plane, thus making a sun to warm and
light the entire plane.

While it is true that the pressure this close to
the center of a plane might be too much for an
ordinary human to take, there is no reason why
anyone need fall that far. The elemental planes
obviously contain other things besides their
elements of earth, air, fire, and water. Why, the
planes of air and fire alone must be littered with
chunks of djinn and efreet metals. A relatively
small chunk of rock, say the size of the earth
(remember we?re dealing with entire universes
here, so we must think big), would function in
about the same manner as a planet on the planes
of water or air. It would orbit around the bright
center of the plane, making one revolution every
few billion years or so. It fact, it might even have
an adequate air envelope around it that would
function as an atmosphere. Of course, instead of
an airless void as a space between planets, there
would be water or air or fire or earth.

Finally, while Mr. Masters condemns DMs
who assign the elemental planes spatial value as
using the faulty argument that these planes don?t
have to make sense, he is guilty of the same
practice. A non-spatial concept of the elemental
planes may allow for creatures like elementals,
but it certainly rules out positively spatial beings
like the efreet, the djinn, and the host of others in
the Monster Manual II. If the elemental plane of
fire has no space, then the existence of the afore-
mentioned entities is ruled out, as well as the
existence of places like the City of Brass. Mr.
Masters makes a mistake all too common to
DMs: he revokes rules that at first glance don?t
please him, instead of reasoning things out  within
the official AD&D rules. To do so is to throw out
the baby with the bath water, or, more appropri-
ately, to throw the efreet out with the elemental
plane of fire.

Jeffrey Carey
Chicago, Ill.
(Dragon #85)

*    *    *    *

This is in defense of my letter printed in issue
#84, which Jeffrey Carey criticized in issue #85.

I?m sure that Mr. Carey knows what he?s
talking about when he makes his comments about
physics on the elemental planes, but he doesn?t
quite seem to know what I?m talking about. The
point of my letter was to show why the conven-
tional usage of the elemental planes doesn?t really
make sense. Mr. Carey?s system is that there is an
infinite expanse of substance (air, water, etc.),
and that solid bodies orbit the center of the plane.
In other words, each elemental plane is a huge
solar system, but with fire, water, etc., separating
the ?planets? instead of space. I can see how this
would work for air, water, and even fire, but it
seems hard to use it for the plane of earth.

Even if Mr. Carey can justify this, the fact
remains that next to no one uses a system like
this; I?ve certainly never heard of it before. The
way most people handle it is that there is an
infinite expanse of the element (air, water, etc.)
going in all directions; one direction is ?down?
and one direction if ?up.? What I meant when I
said ?center of gravity? is this: What force would
cause there to be, all over the plane, an up and
down direction? The most obvious choice is to
have a center to the plane which draws all matter
towards it. Whether this causes a fusion reaction
or not, there would be, at any point on the plane,
an infinite amount of matter pressing towards the
center. This would crush anything that appeared
on the plane. It?s true that this wouldn?t happen
if one used an ?orbiting? system like Mr. Carey
suggests, but that?s not the system I?m talking
about.

In my own game world, I use ?pure? elemen-
tal planes ? that is, non-spatial planes of pure
element which interact with the Prime Material
in an abstract way only. If other DM?s want to do
otherwise, fine.

Edward R. Masters
Washington, D.C.
(Dragon #87)
 

Edward R. Masters? contention that the official
structuring of the elemental planes is nonsensical
(Forum, #84) is well-taken; but then, by his
reasoning, the entire AD&D® game universe is
nonsensical. If we were to apply a little ?serious
reasoning? to the matter, we would be forced to
admit that there is no way the AD&D cosmology
could operate the way Gary Gygax has set it up.

First of all, the Prime Material Plane and all of
its alternates are purported to be infinite, just like
the real universe, but coexistent with the other
planes. This is obviously an unworkable assump-
tion. Any infinite plane would, by definition,
displace or subsume all other planes. If the Prime
Material was an infinite plane ? or if we ac-
cepted one of Mr. Masters? infinite elemental
planes ? it would be the  only  plane. By this
argument Mr. Masters? plan for the elemental
planes is absurd.

Secondly, the entire notion of ?plane? as used
in the AD&D rules is erroneous. A plane is two-
dimensional, yet the AD&D universe is obviously
a three-dimensional place.

Third, the construction of the outer planes is
laughable. Hell isn?t particularly harrowing when
one thinks of it as being nine contiguous boxes.
But that?s exactly what Hell is. The ?ultra-cosmic
impenetrable walls? that Mr. Masters found so
insufferable between the elemental planes are the
norm in the Outer Planes. The whole set-up looks
like the Cosmic Balance?s Filing System for
Discarded Souls and Miscellaneous Beings (?A
for Asmodeus . . . Let?s see ? oh, yes, ninth
drawer . . .).

Finally, the system as a whole has one great big
flaw: Where is it?!  If all of existence is contained
in the Inner and Outer Planes, then where or
what is all the space that surrounds them? Look
at the diagram on page 130 of the DEITIES &
DEMIGODS? book: It looks like two balloons
floating around tied together by a string called
the Astral Plane. Is all that white space supposed
to represent ?nonbeing??

The point is that AD&D is a game, and to play
that game we need a simple, understandable
cosmology. The one in the game is at least con-
sistent, if not rational. By eliminating or limiting
the elemental planes, as Mr. Masters does, the
DM is only limiting the scope of his or her cam-
paign, and in more ways than simply losing those
planes as setting for adventures. When you chuck
the elemental planes, you kill lots of monsters: the
elementals, djinn, efreet, xorn ? these and more
all disappear from the campaign. And if you
discard the system for the elemental planes, how
can you keep the Outer Planes in good con-
science? I?m not saying that the game?s system is
perfect or that it should not be changed if the DM
so desires (for example, all of the planes in my
campaign are infinite, existing in separate but
interactive continuums of reality), but the official
one is the system the game is designed for and
works best in.

Mike Beeman
National City, Calif.
(Dragon #86)
 

In DRAGON #84, Edward R. Masters wrote
about the elemental planes. Having watched
articles on the other planes come and go since
issue #42, I have been sorely disturbed by some
of the factors Edward points out; no one seems to
think about (or at least write about) how the
planes are arranged in relation to each other, or
how matter arranges itself on those planes ? is
Elysium an endless flat plane, extending in all
directions infinitely? If so, where does sunlight
come from (since the sun can?t go around an
infinite plane)? If not, how in the world  does
Elysium look?

Thanks to courses in metaphysics and calculus,
I?ve found some possible answers. First of all, the
inner planes are not arranged in a literal cube,
nor are the outer planes arranged in a circle with
up to 665 (in the case of the Abyss) planes hang-
ing off the bottom. These shapes are existential
? shapes which are more than unfounded con-
cepts, but which are not exactly ?real? in the
physical sense. To use mathematical terms, the
planes of existence are sets of infinite sets, which
works like this:

Imagine taking the number 1, and adding 1 to
it, to get 2. Then add another 1 to get 3. Now
imagine doing that forever, so that the set of
numbers reaches to infinity. Now add to this
infinite set another set of numbers. This set starts
with the number 2 and adds 2 to it each time to
get another member of the set. Both sets go to
infinity, even though the numbers in the second
one are twice as large.

This is similar to the relationship between the
planes; when you have one plane, it?s infinite
(unless you want to say that planes are limited in
size, which presents a host of problems). When
you have two planes, both are infinitely large, yet
having two is twice as much as having one, and
even though you can?t see them in their entirety,
they can easily be seen to be different from each
other. This difference between ?big? and ?little?
infinities explains how the para- and quasi-
elemental planes can exist (if they are the edges
and points of an existential cube); they are
smaller than the primary elemental planes, but
are still infinite.

This concept of different-sized infinities also
explains another inconsistency in the layout of the
outer planes. Presumably, the outer planes are
balanced so that law equals chaos and good
equals evil, but there are 666 planes in the Abyss
and only Seven Heavens! Now we can explain
this (without limiting the size of the planes) by
saying that the Heavens are much bigger than the
planes of the Abyss ? even though all of them
are infinite.

We are further aided by the relationships of the
other planes to the Prime Material. Because all of
the elements are part of the Prime Material
plane, the sum total of all the elemental planes
must exactly equal the size of the Prime Material
plane. Similarly, because all alignments are
subsumed in the Prime Material, the sum of all
the outer planes is also that of the Prime Mate-
rial. (The Astral plane is considered an outer
plane, while the Ethereal plane is considered an
elemental plane for this purpose.)

While we can accept the layout the rule books
give us for the outer and inner planes in relation
to each other, that does not tell us how matter
arranges itself on those planes. To solve that
problem, we take into account that (at least in
Earth?s universe) matter tends to form itself into
spheres, which move in elliptical orbits around
centers of gravity (usually other spheres, like the
sun), and from this we can conclude that all of
the other planes of existence have planets.

There was one more problem which Edward
voiced, and which is very important ? what do
the elemental planes look like? Are they just
abstract fields? The answer lies in what the four
elements represented to alchemists (ether is
referred to as an element in many alchemical
texts, but they are vague about exactly what it is).
Alchemists weren?t dumb ? they didn?t think
that everything was made of dirt, hydrogen
dioxide (water), an impure gas (air is about 78%
nitrogen, 20% oxygen, and traces of other as-
sorted gases), and the rapid oxidation of those
three (fire can?t exist without something to burn).
The four elements do not represent things, they
represent states of matter ? solid, liquid, gas,
and energy (earth, air, water, and fire). Thus, the
elemental planes become much more exciting.
On the plane of earth, for example, we would
find only that which is rigid, but of forms that are
incredible. Imagine the mountains of Earth
without wind or rain to wear them down, imag-
ine valleys and basins filled with the fine white
powder that is solid air. Since there is no energy,
nothing can move except by its own will; no form
of life has blood, lungs, or brain (except for
neural impulses). The list of seeming impossibili-
ties goes on and on. In this way do the elemental
planes become a place to which one can go, for all
of them are diverse and fantastic ? a far cry from
the abstract, unreachable planes of some, and the
endless dull rock (or air, water, or fire) of others.
 

Scott D. Hoffrage
Miller Place, N.Y.
(Dragon #86)
 

Regarding Mike Beeman's reply to Edward R.
Masters' contention that the elemental planes
should be non-spatial, namely that the "ultra-
cosmic impenetrable walls"  do  in fact exist in the
AD&D cosmology, I would like to call our read-
ers' attention to an article from issue #8 of this
magazine (also reprinted in Best of THE
DRAGON Vol. I) entitled "Planes: The Concept
of Spatial, Temporal and Physical Relationships
in D&D." This article stated that the diagram of
the planes was a ?two-dimensional diagram of a
four-dimensional concept? (emphasis added).
The concept of a large or infinite number of
infinitely large three-dimensional planes can be
easily explained through this statement.

Assume, for the sake of argument, that all of
the planes of existence are two-dimensional;
Euclidean planes, as students of geometry will
recall. Now, assume that all of the various planes,
from the Prime Material to the 666 layers of the
Abyss to the Plane of Shadow, are all stacked five
inches apart, and parallel. Now, add a fourth
dimension, namely height. At this point, all of
the planes are three-dimensional and infinite, yet
all of them co-exist.

There are two arguments against this represen-
tation. The first, that time is the fourth dimen-
sion, can be eliminated easily by referring only to
spatial, not temporal, dimensions in our discus-
sion. The second, that under the scheme above
the planar traveler would have to physically pass
through all intervening planes on the way to his
destination, requires a little more thought.

As some readers of (semi-) heroic fantasy may
recall, L. Sprague de Camp and Fletcher Pratt
proposed in  The Mathematics of Magic,  one of
their Harold Shea stories, that there are six
dimensions ? three in space, one in time, and
two defining the relations of the planes to each
other. Now, in two dimensions, any object that is
finite  with respect to those dimensions  may be
reached from any other object similarly defined,
as long as the objects have some space between
them. This space is the Astral and Ethereal
Planes, which exist parallel to one another within
these two dimensions. Using astral or ethereal
travel, it is possible to visit any plane of existence
without traveling through the intervening planes.

If a six-dimensional multiverse is adopted, the
?ultra-cosmic impenetrable walls? do not exist;
they are merely distortions caused by rendering
the six dimensions on a two-dimensional surface.
The DM is free to have any number of coexistent
planes for an infinity of adventures. The AD&D
cosmology is  not  illogical, merely difficult to
explain logically, and as any debater will tell you,
there is a world ? perhaps many worlds ? of
difference between the two.

Readers interested in interplanar and dimen-
sional relationships may find several books inter-
esting.  Flatland,  by Edwin Abbott, and its sequel
Sphereland,  by Dionys Burger, are especially
useful. Also interesting, although focusing more
on the application than the theory, are the afore-
mentioned Harold Shea stories, collected into two
volumes:  The Compleat Enchanter,  from Del
Rey Books, and  Wall of Serpents,  published by
DAW Books.

Brian M. Ogilvie
Kalamazoo, Mich.
(Dragon #88)

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Dcollins, my vision of the elemental planes differs from that published.
As for the City of Brass, I had it floatiing on fiery stuff of airy sort, a sort of island in a sea of flames, if you will.

Cheerio,
Gary
 

Quote:
Originally posted by dcollins
 

Interesting. So I'm assuming that the whole plane did have a fixed orientation of gravity, and not the "everyone flies for free" mechanism?
 


A correct assumption indeed 
Otherwise, what use the power of flight possessed by efreet or flying carpets for that matter, the latter being a favorite means of reaching the fabled city, of course.

Ciao,
Gary

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